}
}
+gl_texture_index
+glsl_type::sampler_index() const
+{
+ const glsl_type *const t = (this->is_array()) ? this->fields.array : this;
+
+ assert(t->is_sampler());
+
+ switch (t->sampler_dimensionality) {
+ case GLSL_SAMPLER_DIM_1D:
+ return (t->sampler_array) ? TEXTURE_1D_ARRAY_INDEX : TEXTURE_1D_INDEX;
+ case GLSL_SAMPLER_DIM_2D:
+ return (t->sampler_array) ? TEXTURE_2D_ARRAY_INDEX : TEXTURE_2D_INDEX;
+ case GLSL_SAMPLER_DIM_3D:
+ return TEXTURE_3D_INDEX;
+ case GLSL_SAMPLER_DIM_CUBE:
+ return (t->sampler_array) ? TEXTURE_CUBE_ARRAY_INDEX : TEXTURE_CUBE_INDEX;
+ case GLSL_SAMPLER_DIM_RECT:
+ return TEXTURE_RECT_INDEX;
+ case GLSL_SAMPLER_DIM_BUF:
+ return TEXTURE_BUFFER_INDEX;
+ case GLSL_SAMPLER_DIM_EXTERNAL:
+ return TEXTURE_EXTERNAL_INDEX;
+ default:
+ assert(!"Should not get here.");
+ return TEXTURE_BUFFER_INDEX;
+ }
+}
+
void
glsl_type::generate_100ES_types(glsl_symbol_table *symtab)
{
}
void
-glsl_type::generate_110_types(glsl_symbol_table *symtab)
+glsl_type::generate_110_types(glsl_symbol_table *symtab, bool add_deprecated)
{
generate_100ES_types(symtab);
Elements(builtin_110_types),
false);
add_types_to_symbol_table(symtab, &_sampler3D_type, 1, false);
- add_types_to_symbol_table(symtab, builtin_110_deprecated_structure_types,
- Elements(builtin_110_deprecated_structure_types),
- false);
+ if (add_deprecated) {
+ add_types_to_symbol_table(symtab, builtin_110_deprecated_structure_types,
+ Elements(builtin_110_deprecated_structure_types),
+ false);
+ }
}
void
-glsl_type::generate_120_types(glsl_symbol_table *symtab)
+glsl_type::generate_120_types(glsl_symbol_table *symtab, bool add_deprecated)
{
- generate_110_types(symtab);
+ generate_110_types(symtab, add_deprecated);
add_types_to_symbol_table(symtab, builtin_120_types,
Elements(builtin_120_types), false);
void
-glsl_type::generate_130_types(glsl_symbol_table *symtab)
+glsl_type::generate_130_types(glsl_symbol_table *symtab, bool add_deprecated)
{
- generate_120_types(symtab);
+ generate_120_types(symtab, add_deprecated);
add_types_to_symbol_table(symtab, builtin_130_types,
Elements(builtin_130_types), false);
}
+void
+glsl_type::generate_140_types(glsl_symbol_table *symtab)
+{
+ generate_130_types(symtab, false);
+
+ add_types_to_symbol_table(symtab, builtin_140_types,
+ Elements(builtin_140_types), false);
+
+ add_types_to_symbol_table(symtab, builtin_EXT_texture_buffer_object_types,
+ Elements(builtin_EXT_texture_buffer_object_types),
+ false);
+}
+
+
void
glsl_type::generate_ARB_texture_rectangle_types(glsl_symbol_table *symtab,
bool warn)
}
+void
+glsl_type::generate_OES_EGL_image_external_types(glsl_symbol_table *symtab,
+ bool warn)
+{
+ add_types_to_symbol_table(symtab, builtin_OES_EGL_image_external_types,
+ Elements(builtin_OES_EGL_image_external_types),
+ warn);
+}
+
+void
+glsl_type::generate_ARB_texture_cube_map_array_types(glsl_symbol_table *symtab,
+ bool warn)
+{
+ add_types_to_symbol_table(symtab, builtin_ARB_texture_cube_map_array_types,
+ Elements(builtin_ARB_texture_cube_map_array_types),
+ warn);
+}
+
void
_mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *state)
{
glsl_type::generate_100ES_types(state->symbols);
break;
case 110:
- glsl_type::generate_110_types(state->symbols);
+ glsl_type::generate_110_types(state->symbols, true);
break;
case 120:
- glsl_type::generate_120_types(state->symbols);
+ glsl_type::generate_120_types(state->symbols, true);
break;
case 130:
- glsl_type::generate_130_types(state->symbols);
+ glsl_type::generate_130_types(state->symbols, true);
+ break;
+ case 140:
+ glsl_type::generate_140_types(state->symbols);
break;
default:
/* error */
break;
}
- if (state->ARB_texture_rectangle_enable) {
+ if (state->ARB_texture_rectangle_enable ||
+ state->language_version >= 140) {
glsl_type::generate_ARB_texture_rectangle_types(state->symbols,
state->ARB_texture_rectangle_warn);
}
glsl_type::generate_EXT_texture_array_types(state->symbols,
state->EXT_texture_array_warn);
}
+
+ /* We cannot check for language_version == 100 here because we need the
+ * types to support fixed-function program generation. But this is fine
+ * since the extension is never enabled for OpenGL contexts.
+ */
+ if (state->OES_EGL_image_external_enable) {
+ glsl_type::generate_OES_EGL_image_external_types(state->symbols,
+ state->OES_EGL_image_external_warn);
+ }
+
+ if (state->ARB_texture_cube_map_array_enable) {
+ glsl_type::generate_ARB_texture_cube_map_array_types(state->symbols,
+ state->ARB_texture_cube_map_array_warn);
+ }
}
&& this->is_integer()
&& this->vector_elements == desired->vector_elements;
}
+
+unsigned
+glsl_type::std140_base_alignment(bool row_major) const
+{
+ /* (1) If the member is a scalar consuming <N> basic machine units, the
+ * base alignment is <N>.
+ *
+ * (2) If the member is a two- or four-component vector with components
+ * consuming <N> basic machine units, the base alignment is 2<N> or
+ * 4<N>, respectively.
+ *
+ * (3) If the member is a three-component vector with components consuming
+ * <N> basic machine units, the base alignment is 4<N>.
+ */
+ if (this->is_scalar() || this->is_vector()) {
+ switch (this->vector_elements) {
+ case 1:
+ return 4;
+ case 2:
+ return 8;
+ case 3:
+ case 4:
+ return 16;
+ }
+ }
+
+ /* (4) If the member is an array of scalars or vectors, the base alignment
+ * and array stride are set to match the base alignment of a single
+ * array element, according to rules (1), (2), and (3), and rounded up
+ * to the base alignment of a vec4. The array may have padding at the
+ * end; the base offset of the member following the array is rounded up
+ * to the next multiple of the base alignment.
+ *
+ * (6) If the member is an array of <S> column-major matrices with <C>
+ * columns and <R> rows, the matrix is stored identically to a row of
+ * <S>*<C> column vectors with <R> components each, according to rule
+ * (4).
+ *
+ * (8) If the member is an array of <S> row-major matrices with <C> columns
+ * and <R> rows, the matrix is stored identically to a row of <S>*<R>
+ * row vectors with <C> components each, according to rule (4).
+ *
+ * (10) If the member is an array of <S> structures, the <S> elements of
+ * the array are laid out in order, according to rule (9).
+ */
+ if (this->is_array()) {
+ if (this->fields.array->is_scalar() ||
+ this->fields.array->is_vector() ||
+ this->fields.array->is_matrix()) {
+ return MAX2(this->fields.array->std140_base_alignment(row_major), 16);
+ } else {
+ assert(this->fields.array->is_record());
+ return this->fields.array->std140_base_alignment(row_major);
+ }
+ }
+
+ /* (5) If the member is a column-major matrix with <C> columns and
+ * <R> rows, the matrix is stored identically to an array of
+ * <C> column vectors with <R> components each, according to
+ * rule (4).
+ *
+ * (7) If the member is a row-major matrix with <C> columns and <R>
+ * rows, the matrix is stored identically to an array of <R>
+ * row vectors with <C> components each, according to rule (4).
+ */
+ if (this->is_matrix()) {
+ const struct glsl_type *vec_type, *array_type;
+ int c = this->matrix_columns;
+ int r = this->vector_elements;
+
+ if (row_major) {
+ vec_type = get_instance(GLSL_TYPE_FLOAT, c, 1);
+ array_type = glsl_type::get_array_instance(vec_type, r);
+ } else {
+ vec_type = get_instance(GLSL_TYPE_FLOAT, r, 1);
+ array_type = glsl_type::get_array_instance(vec_type, c);
+ }
+
+ return array_type->std140_base_alignment(false);
+ }
+
+ /* (9) If the member is a structure, the base alignment of the
+ * structure is <N>, where <N> is the largest base alignment
+ * value of any of its members, and rounded up to the base
+ * alignment of a vec4. The individual members of this
+ * sub-structure are then assigned offsets by applying this set
+ * of rules recursively, where the base offset of the first
+ * member of the sub-structure is equal to the aligned offset
+ * of the structure. The structure may have padding at the end;
+ * the base offset of the member following the sub-structure is
+ * rounded up to the next multiple of the base alignment of the
+ * structure.
+ */
+ if (this->is_record()) {
+ unsigned base_alignment = 16;
+ for (unsigned i = 0; i < this->length; i++) {
+ const struct glsl_type *field_type = this->fields.structure[i].type;
+ base_alignment = MAX2(base_alignment,
+ field_type->std140_base_alignment(row_major));
+ }
+ return base_alignment;
+ }
+
+ assert(!"not reached");
+ return -1;
+}
+
+static unsigned
+align(unsigned val, unsigned align)
+{
+ return (val + align - 1) / align * align;
+}
+
+unsigned
+glsl_type::std140_size(bool row_major) const
+{
+ /* (1) If the member is a scalar consuming <N> basic machine units, the
+ * base alignment is <N>.
+ *
+ * (2) If the member is a two- or four-component vector with components
+ * consuming <N> basic machine units, the base alignment is 2<N> or
+ * 4<N>, respectively.
+ *
+ * (3) If the member is a three-component vector with components consuming
+ * <N> basic machine units, the base alignment is 4<N>.
+ */
+ if (this->is_scalar() || this->is_vector()) {
+ return this->vector_elements * 4;
+ }
+
+ /* (5) If the member is a column-major matrix with <C> columns and
+ * <R> rows, the matrix is stored identically to an array of
+ * <C> column vectors with <R> components each, according to
+ * rule (4).
+ *
+ * (6) If the member is an array of <S> column-major matrices with <C>
+ * columns and <R> rows, the matrix is stored identically to a row of
+ * <S>*<C> column vectors with <R> components each, according to rule
+ * (4).
+ *
+ * (7) If the member is a row-major matrix with <C> columns and <R>
+ * rows, the matrix is stored identically to an array of <R>
+ * row vectors with <C> components each, according to rule (4).
+ *
+ * (8) If the member is an array of <S> row-major matrices with <C> columns
+ * and <R> rows, the matrix is stored identically to a row of <S>*<R>
+ * row vectors with <C> components each, according to rule (4).
+ */
+ if (this->is_matrix() || (this->is_array() &&
+ this->fields.array->is_matrix())) {
+ const struct glsl_type *element_type;
+ const struct glsl_type *vec_type;
+ unsigned int array_len;
+
+ if (this->is_array()) {
+ element_type = this->fields.array;
+ array_len = this->length;
+ } else {
+ element_type = this;
+ array_len = 1;
+ }
+
+ if (row_major) {
+ vec_type = get_instance(GLSL_TYPE_FLOAT,
+ element_type->matrix_columns, 1);
+ array_len *= element_type->vector_elements;
+ } else {
+ vec_type = get_instance(GLSL_TYPE_FLOAT,
+ element_type->vector_elements, 1);
+ array_len *= element_type->matrix_columns;
+ }
+ const glsl_type *array_type = glsl_type::get_array_instance(vec_type,
+ array_len);
+
+ return array_type->std140_size(false);
+ }
+
+ /* (4) If the member is an array of scalars or vectors, the base alignment
+ * and array stride are set to match the base alignment of a single
+ * array element, according to rules (1), (2), and (3), and rounded up
+ * to the base alignment of a vec4. The array may have padding at the
+ * end; the base offset of the member following the array is rounded up
+ * to the next multiple of the base alignment.
+ *
+ * (10) If the member is an array of <S> structures, the <S> elements of
+ * the array are laid out in order, according to rule (9).
+ */
+ if (this->is_array()) {
+ if (this->fields.array->is_record()) {
+ return this->length * this->fields.array->std140_size(row_major);
+ } else {
+ unsigned element_base_align =
+ this->fields.array->std140_base_alignment(row_major);
+ return this->length * MAX2(element_base_align, 16);
+ }
+ }
+
+ /* (9) If the member is a structure, the base alignment of the
+ * structure is <N>, where <N> is the largest base alignment
+ * value of any of its members, and rounded up to the base
+ * alignment of a vec4. The individual members of this
+ * sub-structure are then assigned offsets by applying this set
+ * of rules recursively, where the base offset of the first
+ * member of the sub-structure is equal to the aligned offset
+ * of the structure. The structure may have padding at the end;
+ * the base offset of the member following the sub-structure is
+ * rounded up to the next multiple of the base alignment of the
+ * structure.
+ */
+ if (this->is_record()) {
+ unsigned size = 0;
+ for (unsigned i = 0; i < this->length; i++) {
+ const struct glsl_type *field_type = this->fields.structure[i].type;
+ unsigned align = field_type->std140_base_alignment(row_major);
+ size = (size + align - 1) / align * align;
+ size += field_type->std140_size(row_major);
+ }
+ size = align(size,
+ this->fields.structure[0].type->std140_base_alignment(row_major));
+ return size;
+ }
+
+ assert(!"not reached");
+ return -1;
+}